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3 weeks ago

I had a similar idea, so I built a few variations of
Glissa, the Traitor
. I ended up with a few decks, but I wrote down only two. This deck reminds me of my Eggs deck so you might want to take a look at it (here's a link https://tappedout.net/mtg-decks/recycling-eggs/ ). Other suggestions for stealing would be
Scrounge
,
Praetor's Grasp
. You might also like to replace a wipe with
Archfiend of Depravity

1 month ago

Anathemancer: Flicker or reanimate this repeatedly for late-game blowouts.

I'd recommend taking out all the specters unless you really want them for flavour reasons. They are already overcosted for their stats in normal 60-card magic. In my experience they totally suck in EDH and get rapidly surpassed by your opponents' creatures. Just swap them out for good 4-5 cost demons like Abyssal Persecutor, Archfiend of Depravity, Bloodgift Demon, Indulgent Tormentor.

2 months ago

I have to vote for since it is my favorite color. I would say if you go with rats use Rat Colony over Relentless Rats. The colony is easier to kill but its power grows for EVERY rat while relentless grows only for each other relentless. This makes a huge difference when you are running Marrow-Gnawer.

That said I would recommend Shirei, Shizo's Caretaker with the Shadowborn Apostles. This deck is a lot of fun and people really underestimate the versatility of demons. My Reaper Born is Athreos but you can see much of what you might want to include in the deck. And since you are mono- you have room for some of the things I don't like Coat of Arms which turns the clerics huge and the demons that are already big even bigger. Running Conspiracy is also interesting depending on the non-demons you play.

2 months ago

The first thing I'll say is that with 21 lands, you probably can't expect to get the mana to launch Army of the Damned or a really powerful Mind Grind or Torment of Hailfire. Well, at least without Organ Harvest, of which you're only sporting one copy. (If you don't play with teammates, or if you don't play with silver-bordered cards, you might replace it with Culling the Weak.) For reference, the math on Army of the Damned is that about 1/3 of your cards are lands = 8/24, meaning you need to survive to turn 17-18 (have seen a total of 24 cards between your opening hand and your draws each turn) to hit that 8th land. That’s a long time in a Magic game.

Second, Mind Grind, while fun, is questionable here, since none of your other cards will mill your opponent. Many people play with 4 copies of many of their cards, so milling them might not cut them off from their game plan unless you mill them so much they might die. And for that, you would need more support for the mill plan or a LOT more mana. (This is possible, but a big change. Look for cards like Glimpse the Unthinkable and Mind Funeral. Otherwise, I'd cut it for cards that affect board-state or life-totals.)

Third, your overall game plan appears to be to stall in the early game for more powerful plays late, since your low cost cards are generally defensive. This means you'll want more lands in your deck so that you don't stumble on your way to those big plays. I'd remove Coral Atoll and put in four Dimir Aqueducts. It's not the ideal play, but it's cheap and there's a lot of upside if your opponent doesn't Ghost Quarter it or something. Anyways, that will take you up to 24 lands AND increase your average mana output a little more, letting you rely on 4CMC, 5CMC, and 6CMC plays to dominate the game.

Finally, on to individual cards:

Kraken Hatchling, Mausoleum Wanderer, Pharika's Chosen, and Will-o'-the-Wisp are all fine defensive one-drops, but they all do something a little different. Thornbow Archer is a little more aggressive than the rest of your deck wants, so maybe drop it and pick your favorite of those first four and add a second.

Wharf Infiltrator can be good sometimes. You can leave it in for fun or replace it.

Eternal Scourge has its uses, but I don't think this deck is optimized for it. Ideally you'd want a few things that can exile it from graveyard or hand, such as Gurmag Angler, Soulflayer, Tombstalker, Scavenging Ooze, Grim Lavamancer), Azor's GatewayFlip (from hand), or the most hilarious option, Serum Powder. As it stands, it's just difficult to kill outside of combat, like a bad shroud or hexproof. Honestly, I don't think you need a 3/3 to be immune to removal. Replace with a finisher, which I'll discuss in a bit. Alternately, one of my favorite defensive 3CMC creatures is Graveblade Marauder, since its offensive capabilities can rapidly increase.

Midnight Scavengers is okay, especially if you have a lot of disposable deathtouchers to bring back, but it still doesn't compare favorably to the above finishers unless you really want to meld it with Graf Rats. Remember, doing things you want to do is an important part of MTG. But if you don't care to meld, I'd look to replace it.

Organ Harvest is a powerful card, but has some drawbacks. Most importantly, a lot of people don't play with or against silver-bordered cards. They're not legal in any official tournaments. Tournament legal variations are Dark Ritual, Culling the Weak, and Ashnod's Altar. Other than that, it's a card that is useless in many situations and completely changes what you're able to do when you actually can make use of it, and that can be awkward from a strategy perspective. If you don't have creatures, you can't cast it. If you don't have a big spell in your hand, you don't need to cast it and you'd rather have almost any other card. So it wants your deck to be full of disposable creatures and big spells, like an emerge deck or a zombie deck really making use of Army of the Damned and From Under the Floorboards. But for the most part that is not this deck, so unless you want to build around the card, I'd remove it, either replacing it with Dark Ritual which is always useful when drawn early, or something else that's cheap and effective: Dead Weight, Apathy, Doom Blade, Pharika's Chosen, or whatever.

Sorcerous Sight is worse than Peek and Gitaxian Probe, but I don't think any of those are particularly good in your deck. If you want to know what's in your opponent's hand, play Telepathy. Otherwise, there's better card draw: Preordain and Ponder are the best cheap spells, but it might be worth spending more mana for more effect with Sign in Blood or Chart a Course.

Contingency Plan doesn't actually net you any cards in hand; you just control what you are going to draw later. Since you're not very graveyard-focused, there's little benefit. The more flexible version is Dimir Charm, and the more powerful version is Lim-Dul's Vault. If you want to stack the top of your deck for 2CMC without wasting a card to do it, there's Diabolic Vision, but the 1CMC Preordain and Ponder are worthy as well. Alternately, raw card advantage is an option. Any of the options I've already listed are fine, but here are some more: Chemister's Insight, Foresee, Deep Analysis.

Mind Grind attacks on an irrelevant axis. Recommend replacing it with a finisher unless you add more mill. If you want a non-creature finisher, Ob Nixilis Reignited is pretty cool. If you just want something that can't get Murdered, there's Sphinx of Jwar Isle.

Torment of Hailfire is possibly workable if you go to 24 lands with Dimir Aqueducts. X=3 is pretty much the bare minimum, and if they have cards in hand even that might not be enough. This is a possible swap for a finisher, as above.

Army of the Damned is hard to cast at 8CMC. Recommend replacing it with a cheaper finisher unless you're all about Organ Harvest.

Apathy is pretty decent at 1CMC. Probably not as good as just casting Doom Blade/Go for the Throat to kill the thing, but definitely more interesting and fun. It can stay in, though swapping it for something more reliable is technically the correct decision.

Strange Augmentation is bad in your deck. While +3/+3 for 1CMC is fine in a very aggressive deck, that doesn't seem like your game plan. Ideally, your finishers are big enough to win without the extra P/T. If they're not, these could be replaced with kill spells to make sure they are.

Outwit is way too narrow; most decks don't target players. (The primary exceptions are burn and mill, so if you play against them a lot, it might be fine.) If you want a dollar-cost-effective counterspell in that slot, play Counterspell or MAYBE Dimir Charm for flexibility.

That's just one take on the general strategy. Ultimately, (I think) you're playing Dimir Midrange, and so you're looking for about 40% (24) lands, 30% (18) things that keep you alive until you have 4-6 mana, 20% (12) things that kill your opponent and are themselves hard to kill, and 10% (6) things that put you ahead on cards just in case you're not drawing the right part of your deck.

2 months ago

Arcan1s_666, that's a very good question. I'm honestly not sure - I have something of a mental loop where I try to think about what to replace, and then I just go back to "But the Invocation Doomsday looks so pretty and flavorful!"

But honestly it would likely be more interaction first and foremost. Maybe more draw that doesn't rely on discard.

My Maybeboard is pretty filled with ideas. The biggest weakness of the deck right now is lack of creature defenses. I have some, but not a lot. Evacuation would be a great include - I would get to re-cast Bolas, and most of my opponents get hosed worse just because I'm so creature-light. And it's instant speed, which is always a bonus. Warped Devotion and Words of Wind would be interesting. Devotion hits me too, though, so it's still iffy. I keep wanting to run it (I already own a couple foils, it's cheap), but I need to have a good density of bounce and some way to make sure I'm not suffering worse. I suppose I'm not running a ton of permanents and that might be helpful. Archfiend of Depravity might be nice too, to help keep the enemy creature count low.

Of course, a different combo would also be possible. Worldgorger Dragon, likely with Flash as an enabler, works with Animate Dead and ETB-untapped lands to generate infinite mana. As long as you can stop the loop (usually by reanimating something else), you can make infinite mana for a Torment of Hailfire win. It's compact, uses mostly cards that are not dead outside of the combo, but it's also pretty risky and vulnerable to interaction - it generates mana for opponents too if they have ETB-untapped lands.

Lastly, I could just add a few more tutors. Getting Geth's Grimoire or Waste Not on the field is pretty important to the rest of the deck. Tutors help with that, and with finding the win condition when it's time.

Archfiend of Depravity occurrence in decks from the last year

Modern:

All decks: 0.01%

Commander / EDH:

All decks: 0.55%

Black: 0.24%

Golgari: 0.06%

Rakdos: 0.18%

W/B (Orzhov): 0.08%

RBW (Mardu): 0.15%

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